What did we learn from Alpha Test?

November 1, 2011 in Articles

We had our alpha-playtest on Oct 18th and 19th to test what we had done on our client side.

Here is a video demo about what we had done so far in our client side and our play testers who participated.

DynacTiV AlphaPlaytest

 

After looking into all the data and feedback from our alpha play test, we changed part of our design.

Here is some data results and feedback, and what we are going to do to solve those problems.

 

Passive data:

Some data results match what we expected, some are not, since different viewers have different viewing habits.

And for multiple people group, people would affect each other. For example, some groups were really stiff in our playtest, because people are not familiar with each other. So it is hard to tell in multiple people groups whether the movement data from our test reflect people’s feeling or not.

 

Feedback:

Gesture control: people are comfortable with them, but feel some of them don’t work well.

Our solution is to provide them less gestures, just thumb up and thumb down, so they do not need to remember different gestures.

Interaction: people like it, but we found some people were distracted by our active interaction, especially throwing, and could not focus on the show.

Our solution is to remove the throwing, make thumb up and thumb down more intuitive.

UI feedback: a lot of people feel feedback on UI is too subtle.

Our solution is to make UI feedback more obvious and set a timer for viewers to confirm their gestures.

Multiple people groups: People get confused about who is having control and get frustrated when don’t have control.

Our solution is to limit the number of audience to 2 for one kinect, and decide to color code the shadows of audience on the screen.

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